Hey marine! DOOM Retro does a few things differently to other DOOM source ports, andis intentionally minimalist in its design. Report to the DOOM Retro Wiki for all the intel.

DOOM Retro v2.7.5 is now available. It may be downloaded here (a 64-bit version may be downloaded here), and its release notes are as follows:

Optimizations have been made to further improve the overall performance and stability of DOOM Retro.

Minor changes have been made to text that is output to the console.

Further improvements have been made to the console’s autocomplete feature.

The following changes have been made to the support of gamepads:

The buttons on many DirectInput and XInput gamepads are now mapped correctly.

Gamepads will no longer vibrate if the player punches the air.

The guide button found on some gamepads can now be bound to an action using the bind CCMD.

A bug has been fixed whereby the flash of the player’s weapon would sometimes be positioned incorrectly if the player was firing when dropping down from a higher sector and the weaponbounce CVAR was on.

DOOM Retro v2.7.2 is now available. It may be downloaded here, and its release notes are as follows:

Optimizations have been made to further improve the overall performance and stability of DOOM Retro.

Slightly more blood splats are now spawned when blood hits the floor.

Minor changes have been made to text that is output to the console.

Further improvements have been made to the console’s autocomplete feature.

A bug has been fixed whereby a crash could occur when loading a savegame in some instances.

The number in the leftmost column of the output to the thinglist CCMD is now the actual ID of each thing that is spawned in the current map.

Further improvements have been made to the support of DEHACKED lumps.

Pressing ALT + F4 will now instantly quit DOOM Retro as originally intended.

A bug has been fixed whereby the +zoomin and +zoomout actions couldn’t be rebound from their default + and – keys using the bind CCMD.

Mouse acceleration can now be disabled using the new m_acceleration CVAR. It is on by default and off when vanilla mode is enabled.

Movement of a gamepad's thumbsticks can now be either analog or digital using the new gp_analog CVAR. It is on by default and off when vanilla mode is enabled.

The number of thumbsticks used on a gamepad can now be set using the new gp_thumbsticks CVAR. If set to 2 (the default), the left thumbstick is used to strafe left/right and move forward/back, and the right thumbstick is used to turn left/right (and look up/down if the mouselook CVAR is on). If set to 1 (which it is when vanilla mode is enabled), one thumbstick is used to turn left/right and move forward/back.

A bug has been fixed whereby monsters could be spawned at an incorrect height in some rare instances.